extends CardState

func enter() -> void:
	card_view.play_on_release_signal.emit()
	await card_view.play_on_release_signal_finish
	CardManager.round_data.clear_died_monster.emit()
	
	var card_type = card_view.card.card_type
	if card_type == Card.CARD_TYPE.COM or card_type == Card.CARD_TYPE.COM:
		CardManager.round_data.attack_times += 1
	
	if CardManager.round_data.card_switch_select_mode:
		transition_requested.emit(self, State.STATE_TEMPORARY_STORAGE)
		return
	CardManager.avail_point -= card_view.card.point
	Events.card_table_point_update.emit()
	
	card_view.play_on_release_after()
	
	Events.card_pool_info_update.emit()
	Events.card_table_card_info_update.emit()
	transition_requested.emit(self, State.STATE_DISCARD)


	
